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Touch Screen Technology: Young Children, Apps, & iPads Ready to Learn Initiative: Using a Transmedia Approach to Enhance Early Literacy and Numeracy Skills. Research was funded by the U.S Department of Education as part of the Ready To Learn program, award number U295A100026. The contents of this report were developed under a cooperative agreement from the US Department of Education. However, these contents do not necessarily represent the policy of the Department of Education, and you should not assume endorsement by the Federal Government. Michael Cohen Group LLC, Evaluation Team, Project LAMP & Project UMIGO Presented at AERA, Vancouver Canada, April 15, 2012.

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Page 1: Touch Screen Technology: Young Children, Apps, & iPads › wp-content › uploads › 2015 › 03 › AERA_COHEN.pdfYoung Children, Apps, & iPads ! Ready to Learn Initiative: Using

Touch Screen Technology: !Young Children, Apps, & iPads !

Ready to Learn Initiative: Using a Transmedia Approach to Enhance Early Literacy and Numeracy Skills.

Research was funded by the U.S Department of Education as part of the Ready To Learn program, award number U295A100026. The contents of this report were developed under a cooperative agreement from the US Department of Education. However, these contents do not necessarily represent the policy of the

Department of Education, and you should not assume endorsement by the Federal Government.

Michael Cohen Group LLC, Evaluation Team, Project LAMP & Project UMIGO Presented at AERA, Vancouver Canada, April 15, 2012.

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Background •  Michael Cohen Group LLC (MCG) is

evaluation partner for two RTL grants, Project UMIGO* and Project LAMP.**

•  MCG is responsible for all formative research (to inform creation of transmedia educational properties) and summative research (to assess educational impact and effectiveness). *Project UMIGO is a consortium of WTTW Chicago Public Media, W!ldbrain

Entertainment, & MCG. **Project LAMP is a consortium of Hispanic Information &Telecommunications Network, Callaway Digital Arts, & MCG.

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Objective •  Study young children’s (2-8 years old) use of

touch screen technology (TST) and apps to provide knowledge to Project UMIGO and LAMP content creators.

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Method •  A two-phase qualitative study with 93 children and

93 caregivers, primarily from low income families representing the full range of race/ethnicity.

•  Phase One (2011): 2-8 year-old children (N=60) and their caregivers (N=65).

•  Phase Two (2012): 3-8 year-old children (N=33) and their caregivers (N=28).

•  Qualitative design: In-depth individual interviews & observations with children; Questionnaires & focus group interviews with caregivers.

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Children’s Use of Touch Screen Technology (TST) •  Child Factors •  Previous Experience with TST •  Age/Developmental Level

•  App Design Factors •  Formal Features •  Types of Apps •  Game Play Design

Page 6: Touch Screen Technology: Young Children, Apps, & iPads › wp-content › uploads › 2015 › 03 › AERA_COHEN.pdfYoung Children, Apps, & iPads ! Ready to Learn Initiative: Using

Children’s Use of Touch Screen Technology (TST) •  Child Factors •  Previous Experience with TST •  Age/Developmental Level

•  App Design Factors •  Formal Features •  Types of Apps •  Game Play Design

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Children’s Use of Touch Screen Technology (TST) •  Child Factors •  Previous Experience with TST •  Age/Developmental Level

•  App Design Factors •  Formal Features •  Types of Apps •  Game Play Design

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Previous Experience

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Children’s Use of Touch Screen Technology (TST) •  Child Factors •  Previous Experience with TST •  Age/Developmental Level

•  App Design Factors •  Formal Features •  Types of Apps •  Game Play Design

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Age/Developmental Level 2-3 Years 4-5 Years 6-8 Years

     

     

     

     

     

     

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Age/Developmental Level 2-3 Years 4-5 Years 6-8 Years

Motor Skills       Approach to Exploration      

Concept of Play       Skills

Generalization      

Preferences for Activities & Design      

Grasp of App Interface      

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Concept of Play 2-3 Years 4-5 Years 6-8 Years

 

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Concept of Play 2-3 Years 4-5 Years 6-8 Years

Emerging patterns of cause and effect are

refined. The game is about making things

happen. 

 

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Concept of Play 2-3 Years 4-5 Years 6-8 Years

Emerging patterns of cause and effect are

refined. The game is about making things

happen. 

Concepts of game play emerge from

the familiar (match, target). Simple

purpose, process, and payoff; or

drawing/creating unique individual

narratives. 

 

Page 15: Touch Screen Technology: Young Children, Apps, & iPads › wp-content › uploads › 2015 › 03 › AERA_COHEN.pdfYoung Children, Apps, & iPads ! Ready to Learn Initiative: Using

Concept of Play 2-3 Years 4-5 Years 6-8 Years

Emerging patterns of cause and effect are

refined. The game is about making things

happen. 

Concepts of game play emerge from

the familiar (match, target). Simple

purpose, process, and payoff; or

drawing/creating unique individual

narratives. 

A game is expected,

characterized by purpose, process, and improvement

(win or master level). Enjoy

making/drawing. 

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Children’s Use of Touch Screen Technology (TST) •  Child Factors •  Previous Experience with TST •  Age/Developmental Level

•  App Design Factors •  Formal Features •  Types of Apps •  Game Play Design

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Children’s Use of Touch Screen Technology (TST) •  Child Factors •  Previous Experience with TST •  Age/Developmental Level

•  App Design Factors •  Formal Features •  Types of Apps •  Game Play Design

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Formal Features of Apps

GAME PLAY

Page 19: Touch Screen Technology: Young Children, Apps, & iPads › wp-content › uploads › 2015 › 03 › AERA_COHEN.pdfYoung Children, Apps, & iPads ! Ready to Learn Initiative: Using

Children’s Use of Touch Screen Technology (TST) •  Child Factors •  Previous Experience with TST •  Age/Developmental Level

•  App Design Factors •  Formal Features •  Types of Apps •  Game Play Design

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Types of Apps

•  Storybook apps: Reading or listening to a story with playful features and activities.

•  Creating apps: Provide tools, workspace, & activities (e.g., cupcakes, robots, painting, etc.).

•  Gaming apps: Activities include a range of challenges, actions, & reactions that lead to achievement as levels are mastered.

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Children’s Use of Touch Screen Technology (TST) •  Child Factors •  Previous Experience with TST •  Age/Developmental Level

•  App Design Factors •  Formal Features •  Types of Apps •  Game Play Design

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Gaming Apps Design •  Factors that facilitate successful game play:

•  Appropriate challenges and sequentially progressive leveling.

•  Child subjective experience of independence and “doing it myself.”

•  Barriers in game play include: •  Difficult user interface, •  Obscure game objectives, •  Lack of reward or feedback.

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Notes •  Children are enthusiastic about using

iPads, but the device does not guarantee engagement and learning.

•  Importantly, children engage in a personal-best competition rather than win-or-lose.

•  Extraordinary changes in app design were observed from Phase One (2011) to Phase Two (2012).

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Strategic #Implications

•  TST and apps offer an accessible and meaningful media platform for children as young as two years of age.

•  The app interface is critical; the platform needs to be intuitive to easily afford access.

•  Children require age-, experience-, and developmentally-appropriate content.

•  Analytics available to the child-user offers extraordinary educational promise by providing an ongoing progress report and appropriate leveling.